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Re: ♦ Custom Jutsu Submission ♦

(Raiton: Tengoku no chēn)- Binding art || Heavenly chains
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: For this jutsu the user charges a large amount of the lightning chakra into both his hands and then slams them into the ground causing his hands to pierce into the ground upto some depth and then he releases his chakra into the ground from where it travels towards the opponent and now this lightning erupts from below the opponents earth in the form of multiple chains made up of pure raiton that now binds the opponents body completely restricting his movements. The user can then either increase the chakra into the jutsu and cause the chains to tighten around the opponent creating a large amount of pressure on the opponents body due to which there is a possibility that the body might implode or he can just capture the opponent alive.
-Remains activated as long as the user wants.
-Can be used thrice in a battle.

Re: ♦ Custom Jutsu Submission ♦

Originally Posted by bansal

This week's cj-

Plz edit anywhere for approving the justus

(Doton: Kitai Funbo) - Earth Style: Danger Grave
Type: Supplementary
Rank: D
Range: Short-Long
Chakra Cost: 10
Damage Points: N/A (10 due to instant fall)
Description: User claps his hands and creates a pothole/pit upto 5m raidus and of 5m depth instatly anywhere in battlefield.
Note: Can only be used 6 times per battle as it is a D-rank technique.
Note: Can only be taught by bansal.

~Declined~ Nothing is instantaneous in our RP, otherwise it would be OP. I'm ok with the whole jutsu, you just need to re-word it a bit.

(Suiton: Cheetah's Kakyaku) - Water Style: Cheetah's Paw
Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: N/A
Description: User creates a coating of dense water around his feets and gives it the shape of cheetah's paw, so that he can run smoothly and fast on any kind of surface, and thus speed of user increases by 1 level.
Note: Coatind lasts for 4 turns.
Note: Can stand or run on fire and lava easily but time period of coating decreases by 1 turn.
Note: Can only be taught by bansal.

~Declined~ It's against the rule to make any reference whatsoever to the speed chart.

(Ninjutsu: Insutanto Shifuto) - Instant Shifting
Type: Supplementary
Rank: D
Range: Short
Chakra Cost: 10
Damage Points: N/A
Description: After focusing chakra in both the feets, user clicks his one feet to another feet instantly and forcefully, so that he shifts 4m from his original position in a blink of an eye.
Note: Can only be used 6 times per battle as it is a D-rank technique.
Note: Can only be taught by bansal.

Plz edit anywhere for approving the justus

~Declined~ Similar jutsu already exist and this is pretty much a rip off of shunshin no jutsu.

removed the instant part, and if u wanna change the usage part then plz make it 6 times.
(Doton: Kitai Funbo) - Earth Style: Danger Grave
Type: Supplementary
Rank: D
Range: Short-Long
Chakra Cost: 10
Damage Points: N/A (10 due to instant fall)
Description: User claps his hands and creates a pothole/pit upto 5m radius and of 5m depth anywhere in battlefield.
Note: Can be used any no. of times as it is a D-rank technique and requires less chakra.
Note: Can only be taught by bansal.

~Approved~

resubmitting, removed the +1 speed part.
Suiton: Cheetah's Kakyaku) - Water Style: Cheetah's Paw
Type: Supplementary
Rank: C
Range: Short
Chakra Cost: 15
Damage Points: N/A
Description: User creates a coating of dense water around his feets and gives it the shape of cheetah's paw, so that he can run smoothly and fast on any kind of surface. And also his speed increases a little bit.
Note: Coating lasts for 4 turns.
Note: Can stand or run on fire and lava easily but time period of coating decreases by 1 turn each time the user runs on a fire or lava or similar technique.
Note: Can only be taught by bansal.

~Declined~ Take out the part where you could run on lava. Let's be realistic here, even if your feet aren't hurt, the fire around you could still injure you. Same goes for the lava..

(Doton: Joutou Kitai Funbo) - Earth Style: Advanced Danger Grave
Type: Supplementary
Rank: C
Range: Short-Long
Chakra Cost: 15
Damage Points: N/A (10 due to instant fall)
Description: User claps his hands and creates a pothole/pit upto 5m radius and of 5m depth anywhere in battlefield. And after that he closes the top of the pothole/pit from lid of earth, making it like a close box.
Note: Must know "(Doton: Kitai Funbo) - Earth Style: Danger Grave" to use this technique.
Note: Have to make a single handseal to close the lid.
Note: Can be used only 5 times per battle.
Note: Can only be taught by bansal.

Re: ♦ Custom Jutsu Submission ♦

( Jikan no tatchi ) Time Touch
Rank: S
Range: Contact
Chakra Cost: 40
Description: The User Places all of there chakra into there hands. The Chakra then turns into purple energy which activates time touch. If the Opponent is touched by the purple energy hands They become relatively slower. The techniques slows down time for their opponents movements.
* con only be used once per battle *
* The technique is a great exhaustion to the user's chakra. The user will be able to use A ranked and above techniques 3 turns after*
*last only 2 turns*

~Declined do not resubmit~ Anything related to the alteration of time will be declined. (Only genjutsu are somewhat plausible, but most of them were already created).

Re: ♦ Custom Jutsu Submission ♦

Originally Posted by The Inverted King

Summoning Animal: CougarScroll Owner: The Inverted KingOther Users who have signed contract: NoneSummoning Boss if existing: None at the momentOther Summoning Animals tied to contract: None at the moment

( kuro nero bunshin )- black cat clones

Rank: S
Type: Offense
Range: mid-long
Chakra cost: 40
Damage Points: 80 (-15 per turn)
Description: The User Preforms the hand-seals for a summon of a black cougar. the user then preforms the hand-seals for shadow clones then the black-cougar goes from 1 to 10. The cougars are controlled verbally by The user and will chase down the enemy with the intent to cling via a bite

Re: ♦ Custom Jutsu Submission ♦

Originally Posted by The Inverted King

Summoning Animal: CoyoteScroll Owner: The Inverted KingOther Users who have signed contract: NoneSummoning Boss if existing: None at the momentOther Summoning Animals tied to contract: None at the moment

( kuro nero bunshin )- black flame clones

Rank: S
Type: Offense
Range: mid-long
Chakra cost: 40
Damage Points: 80 (-15 per turn)
Description: The User Preforms the hand-seals for a summon of a black coyote. the user then preforms the hand-seals for shadow clones then the black-cougar goes from 1 to 10. The coyote are controlled verbally by The user and will chase down the enemy with the intent to cling via a bite

Re: ♦ Custom Jutsu Submission ♦

Pick a Card | Bachi ato Karuto
Rank: B
Type: Offensive
Range: Short - Long
Chakra cost: 25
Damage: 40
Description: The user will pull out a card from his pocket and infuse it with a certain type of chakra. The type of chakra added determines the colour of the card.
These cards, though, once infused with chakra, become as fast, strong and resilient as kunai and shuriken.

Red card: Fire chakra. This card bursts into flames if the user wills it to.
Blue card: Water chakra. This card is capable of creating a large water wall when the user wills it to.
Gold card: Lightning chakra. This card is faster than the others and is able to resist more. On touch, this card releases a large amount of lightning chakra, stunning the opponent temporarily.

Note: Five times per battle, may only throw one card when used.
Note: Must wait one turn to use it again.

~Declined~ I'm almost positive a similar technique already exist. Secondly, you really need to elaborate on the individual properties of each cards. What's the rank of the water wall...etc.

Wild Cards | Yasei Karuto
Rank: C
Type: Offensive
Range: Short-Long
Chakra cost: 20
Damage: 30
Description: The user throw a large amount of chakra-infused cards in a cone-formation in front of him. These cards are as strong as kunai or shuriken, as they are infused with the user’s chakra. Due to the sheer number of cards thrown, however, they make for quite a formidable attack.

Re: ♦ Custom Jutsu Submission ♦

Submissions for the week 11/07/2011 - 11/13/2011.

(Kamei Gigei: Dai san no Inori: Sōgenmu) Command Art: Third Prayer: Twin Phantasms
Rank: B
Type: Supplementary
Range: Short-Long
Chakra Cost: 20
Damage: N/A
Description: The Third in the “Prayer” series of Command Arts, Sōgenmu is a type of Psuedo-bunshin developed specifically for Kenjutsu. The user will coat their body in a layer of chakra, creating a rainbow colored doppelganger. This doppelganger mimics every attack the user makes, down to even the launching of shockwaves and the amount of force behind an attack. At first, the doppelganger fluctuates only slightly around the user, making it appear as if the user is surrounded by some sort of haze. As time progresses, and the phantasm becomes more unstable, the user can “slide” and “rotate” the doppelganger away from them; though it will still mimic the user’s moves exactly, it will remain a set distance from the user. This changing in orientation allows the user to use the doppelganger to maximum effect.
*Cannot be used unless the first “Prayer” has been activated.
*The doppelganger remains for five turns.
*Can only be used once per turn.
*Under the same stipulations as all other clones in the Battle Arena Rules.

~Pending~ I'm pretty sure your last restriction covers all of what I'm about to say, but I'll say it anyway: What's the amount of time you can use this technique? Are all the jutsu he uses counted in your 3 jutsus per turn? Also, what's the point of this technique if you could simply get a clone to do it? Lastly, give me an example and further explanation on how your Doppelganger can remain a set distance from the user.

Re: ♦ Custom Jutsu Submission ♦

Originally Posted by Loki.

My bad....thought Bolding the Asteriks was showing you the changes....sorry.

Itazuna Toraidento -God of Mischief’s Vibroblade Trident -
Type: Weapon
Rank: S
Range: Short - Mid
Chakra: 40
Damage Points: 80
Description: the blade made with the properties of a kunai such that it may have chakra channeled into it without destroying it. This trident is a one of a kind vibroblade in the shape of a 7 foot tall trident. It originally belonged to the God of Mischief, and fell into the possession of Loki the Mandalorian mysteriously. He believes that he was given this because they shared the same name, and because of this, it has never left his side and will only respond to him. The blade uses ultrasonic vibrations to increase its cutting effectiveness. If stabbed into the ground, the user’s chakra take form and can spread through the ground by way of the vibrations. When up against a normal weapon (dagger, sword...etc) if the blade of the trident connect with the blade then weapon will break. If up against another vibroblade, both blades will break. If up against one of the 7 Swordsman Swords, the 7SS will break, and the Trident will be unable to mold the chakra element of that sword for the remainder of the battle. (7SS as shown in the manga, are capable of breaking.)
Note: Can be infused with any basic 5 chakra. (one chakra per turn) Note: Channeling chakra into the ground does not count as a move in the user’s turn. When it does, each Element has the resonating frequency from it causes these effects when slammed into the ground blade first. *Fire - Causes the ground under the user's Range to turn into a thin layer of Lava. (Anywhere from 1-5 feet in thickness)*Wind - Causes dust to flowfrom around the user in a circlular area. The dust will stay at a low level and travel with great speed out towards mid range with the cutting power of a wind blade. (Picture Whitebeard slamming his Halberg on the ground and the effect it causes)*Water - Causes the earth to become mud at the user's range.*Earth - Causes a violent, concentrated B Ranked Earthquake that goes out to Mid Range.*Lightning - Has the Same Effect as Nagashi at the user's Range.-Trident will remain in the ground for one full turn before it can be taken out and used again, Giving it a Once every other turn usage limit.
Note: Can only be handled by Loki Laufeyson.

Changes that have been made are all in bold italics. pretty much it was adding the effects that it would have for each basic 5 elements. Also I changed the section like you advised about the swords.

~Declined~ Take out the part where you can break the 7SM swords and other swords. Many CW submitted were mentioned to be unbreakable, same goes for the NB 7SM. I don't get it, you can stick your trident into the ground, infuse whatever chakra you want into this very ground and it doesn't count as a move? No.

-Fire: What's "the user's range" precise it. Needs to be restricted.
-Wind: Needs to be restricted.
-Water: What's "the user's range" and it need to be restricted.
-Earth: Seems good, restrictions are needed.
-Lightning: Wouldn't it make the earth crumble under you if you channeled lightning in the form of a Nagashi?

All in all, it's OP and need to be restricted while taking into account everything I wrote above.

Summoning: Ikol
Rank: Forbidden
Chakra cost: 50
Damage points: 60 (A ranked gust of Solar Wind or Gaseous Diethyl Ether)
Description: Loki bites his thumb and wipes the blood on his horned helmet and to Summon Ikol. Ikol is a magpie, which is an extremely smart, fast and agile bird that has a transformation jutsu that requires 1 handseal from Loki while touching Ikol, which allows itself to become smaller or larger. A screech is always given before each transformation occurs.
As a small 8lb magpie, which is how it is always summoned at first, Ikol is used mostly for scouting. Ikol and Loki can speak to each other telepathically. Ikol in its small form, is mostly seen pirched on Loki's shoulder spouting annoying advice to him.
As a large 800lb magpie, Ikol is capable of carrying Loki and up to one more person on its back without suffering from a decreased speed. When summoned in its large form, is capable of shooting an A Ranked Gust of Solar Wind or Gaseous Diethyl Ether from its wings that does not count as a jutsu in that turn. All other Gusts of SW or DE count as jutsu in that turn.
Note: - Must have signed contract for Magpie summoning
Note: Ikol is capable of expelling an (Short Range) A ranked Gusts of Solar Wind or Diethyl Ether from its wings once every 3 turns. (large form only)
Note: Can be summoned once in battle
Note: In Small Form, lasts 5 turns.
Note: In Large Form, Lasts 3 turns.
Note: Can only transform Twice per battle. One from Large to small and back again. Each Transformation counts as a move in that turn.
Note: ONLY Loki. can Summon this Magpie.

[I guess when Thor Resurrected Loki after Ragnaroc, he was turned into a child but lacked all of his memories. Then Loki came to Kid Loki and tried to get him to do his will. Kid Loki then turned Loki into a Magpie and named him Ikol........Sick....So that was the inspiration for this one and the reasoning why the bird can use the CE that Loki can use]

~Declined~ No forbidden summons will be approved.

Itazuna Toraidento -God of Mischief’s Vibroblade Trident -
Type: Weapon
Rank: S
Range: Short - Mid
Chakra: 40
Damage Points: 80
Description: the blade made with the properties of a kunai such that it may have chakra channeled into it without destroying it. This trident is a one of a kind vibroblade in the shape of a 7 foot tall Golden trident. It originally belonged to the God of Mischief, and fell into the possession of Loki the Mandalorian mysteriously. He believes that he was given this because they shared the same name, and because of this, it has never left his side and will only respond to him. The blade uses ultrasonic vibrations to increase its cutting effectiveness. If stabbed into the ground, the user’s chakra take form and can spread through the ground by way of the vibrations. When up against a normal weapon (dagger, sword...etc) if the blade of the trident connect with the blade then weapon will break. If up against another Vibroblade, both blades will break.
Note: Can be infused with any basic 5 chakra. (One Infusion per turn and Each element only Once per battle)
Note: Channeling chakra into the ground counts as a move in the user’s turn. When it does, each Element has the resonating frequency from it causes these effects.*Fire - Causes 3 B ranked Fireballs to protrude from the ground under the opponent (Short-Mid).
*Wind - Causes dust to flow from around the user in a circular area. The dust will stay at a shoe level and travel with great speed out towards mid range with the cutting power of an A Ranked wind blade. (Picture Whitebeard slamming his Halberg on the ground and the effect it causes)
*Water - Causes the A Ranked Water to rise out of the ground and surround the user for protection.
*Earth - Causes a violent, concentrated B Ranked Earthquake that goes out to Mid Range.
*Lightning - Acts as a Lightning Rod and Channels up to S Ranked Lightning into the rod and then the ground.
Note: Can only be handled by Loki Laufeyson.
{everything In bold Italics has been changed}

~Declined~ Abilities are fine ^^ But where are the restrictions I asked for D:!?! Such a weapon can't be left without great drawbacks and restrictions. You know what to do.

Summoning: IkolRank: S
Chakra cost: 40
Damage points: 80 (A ranked gust of Wind or Fire )
Description: Loki bites his thumb and wipes the blood on his horned helmet and to Summon Ikol. Ikol is a magpie, which is an extremely smart, fast and agile bird that has a transformation jutsu that requires 1 handseal from Loki while touching Ikol, which allows itself to become smaller or larger. A screech is always given before each transformation occurs. Ikol was infused with Loki's DNA as a quicker way for them to bond together. Due to Loki and Ikols close relationship, Ikol is capable of being infused with any element Loki knows. Ikol can then take that element and convert it into a short range Tornado/Gust when it chooses.
As a small 8lb magpie, which is how it is always summoned at first, Ikol is used mostly for scouting. Ikol and Loki can speak to each other telepathically. Ikol in its small form, is mostly seen pirched on Loki's shoulder spouting annoying but useful advice to him.
As a large 800lb magpie, Ikol is capable of carrying Loki and up to one more person on its back without suffering from a decreased speed. When summoned in its large form, is capable of shooting an A Ranked Fire Tornado from its wings that does not count as a jutsu in that turn.
Note: - Must have signed contract for Magpie summoning
Note: Ikol is capable of expelling (Short Range Only) A ranked Gusts of the infused element from its wings once every 3 turns. (large form only)
Note: Can be summoned once per battle
Note: In Small Form, lasts 5 turns.
Note: In Large Form, Lasts 3 turns.
Note: Can only transform Twice per battle. One from Large to small and back again. Each Transformation counts as a move in that turn.
Note: ONLY Loki. can Summon this Magpie.

{Changed Rank from Forbidden to S Rank}

~Declined~

-Establish the minimum and maximum size (max should be half the size of Gamabunta).
-Take out the part where you can infuse any chakra you possess. I won't allow summon to know any other elements than the basic 5, and within those 5 it can only master 1.
-Take out the telepathy unless you're from the Yamanaka clan.
-Each and every of the jutsu used by this summon count toward your 3 moves per turn.

Re: ♦ Custom Jutsu Submission ♦

Originally Posted by -Ace-

( Kuchyose: Kai ) Summoning: Effect

Rank: S
Type: Supplementary
Range: Short
Chakra: 40 [+5 for every jutsu that need handseal]
Damage: 80
Description: The user will do the necessary hand seals and slam both hands to the ground once done the user will summon 'Effect'. Effect is a strong summoning from Kumogakure which make Effect a master at lightning. Effect has been seen doing lightning up to s-rank on battles, even does techniques that need hand seals thought effect don't do any hand seals he instead put a +5 more chakra to that technique which allow him to not make any hand seal. Effect has great senses his best senses are sight, taste and hearing.

Last 4 rounds

Once summon can't be summon again

Must have sign the Raven contract

( Kuchyose: Eleness ) Summoning: Eleness

Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: 80
Description: The user will first, do the necessary hand seal once done the user will slam his/her hands on the ground as soon as the hands has been slam a normal size female Raven will appear before the user eyes. This female raven is very unlikely to see in battle thought if you see her in battle is because the user might as well be in danger. This raven name is Eleness she was born on Kirigakure which make's her a master at water she is able to use water up to s-rank and for the jutsus that need hand seals the user can do the hand seal for the Eleness but the user has to be on top of Eleness for the hand seal stuff to work if the user is not on top of Eleness the jutsu will surely not work. Eleness is a very powerful female she also, really don't look like a female due to get tough body she has large muscles. It has been said that Eleness is able to pick up the Toad Elder from the toad contract thought that would take away Eleness power very quickly. Eleness size is Gama size.

Eleness is only able to be summon once on battle

To use this jutsu the user first have to sign the Raven contract

Eleness stays on the field for 4 rounds.

Eleness could only carry two people in her back

~Both Approved~ I changed the second one so you can only summon it once for 4 turns.

( Kuchyose: Kaze ) Summoning: Wind

Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: 80
Description: The user will do the necessary hand seals once done the user will quickly slam their hands to the ground once the user hands touch the ground Kaze will be summon. Kaze was born on the desert he had no parents he was by himself and so he had to hunt other animals by himself which was extremely crazy for such a young Raven. Once Kaze was old enough he practice Wind element and he seem to master it up to s-rank and he also, has practice lightning which his able to use up to b-rank. Kaze can not do lightning jutsus that required hand seals thought this does not include wind his able to use wind techniques without any hand seals because this is his element that he first learned. Kaze is a normal Raven that now lives with other Ravens in the dark ravens world. Kaze feathers are extremely different than other which makes Kaze unique his feathers color is white only and his peak is black. Kaze size is the size of the well known Gama from the toad contract.

Kaze is only able to be summon once

Kaze last four turns in battle

Kaze is able to carry two people on his back

Must sign the Raven contract to use

- Feel free to edit what you like! -

~Declined~ Summons may only master one elements, choose which. The rest seemed fine.

New week submissions.

( Kuchyose: Kaze ) Summoning: Wind

Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: 80
Description: The user will do the necessary hand seals once done the user will quickly slam their hands to the ground once the user hands touch the ground Kaze will be summon. Kaze was born on the desert he had no parents he was by himself and so he had to hunt other animals by himself which was extremely crazy for such a young Raven. Once Kaze was old enough he practice Wind element and he seem to master it up to s-rank. Kaze can not do wind jutsus that required hand seals of course the user does it for Kaze also, the user don't need on top of Kaze for the jutsu to work the user can be anywhere and just do the hand seals and the jutsu would work perfectly. Kaze is a normal Raven that now lives with other Ravens in the dark ravens world. Kaze feathers are extremely different than other which makes Kaze unique his feathers color is white only and his peak is black, Kaze peak is as hard as steel and is like a sword is really sharp and is able to cut through a lot. Kaze size is the size of the well known Gama from the toad contract.

Kaze is only able to be summon once

Kaze last four turns in battle

Kaze is able to carry two people on his back

Must sign the Raven contract to use

The bold is what is new.

~Declined~ Make it so you need to be on top of your summon when performing the hand seals for it. It doesn't make sense not to.

( Kuchyose: Mookie ) Summoning: Mookie

Rank: S
Type: Supplementary
Range: Short
Chakra: 40
Damage: 80
Description: The user will do the necessary hand seals once done the well known Mookie will appear before the user eyes. Mookie is a strong white raven with two black stripes on his back which give Mookie a unique look. Mookie is a powerful Raven born on an unknown land call the Warriors land, Mookie parents die when Mookie was a teenager. Mookie body is extremely tough thought this does not make him tough, this summoning just have a extremely hard skin and on top of that this raven has a steel armor which is not so heavy but strong this raven is of course not base on speed but base on the toughness of this raven body. Mookie has a hammer which is extremely heavy and of course strong, mookie hair is a unique kind they look like normal hair but is as sharp as a spike and is able to cut through a lot of stuff. Mookie size is Gamabunta and users can only ride on Mookie when he has his armor.

Mookie only last 4 turns

Mookie hair is really sharp

Mookie hammer is extremely heavy and strong

~Declined~ Completely unrealistic. A raven with an armor and a hammer? In the jutsu above you said your summon couldn't perform hand seals so you had to do it for him but her your raven can hold a hammer? How would it even fly? Also, you can only have 1 boss summon (the size of Gama), since the one above got approved, you need to change this one here. Btw, I only accept birds about half the size of gama, otherwise they could just move their winds to create tornadoes.

( Kuchyose: Emook ) Summoning: Emook

Rank: S
Range: Short
Type: Supplementary
Chakra: 40
Damage: 80
Description: The user will do the necessary hand seals and slam their hands on the ground once the hands has been slam on the ground Emook will appear before the user eyes. Emook is a blue raven shes a female and has two white stripes on her neck, Emook is a weak kind raven and is also, kinda shy thought she has extraordinary powers. Emook hates to battle thought when someone hurts one of Emook friend such as the summoner Emook get's extremely mad. Emook has a sickness problem since he was little, his feathers drop out quickly and almost every second three feathers drop, Emook feathers are extremely sharp like knives and so that's Emook only abilities. Emook size is Gamabunta she is extremely big.

Last 4 turns

Once summon can't be summon again

Emook looses three feathers every second

~Declined~ Same as above (for the size and boss summon). Also, the whole concept of shooting razor sharp feathers was done over and over again. Find something else.

Re: ♦ Custom Jutsu Submission ♦

Originally Posted by Chiryoku

Pick a Card | Bachi ato Karuto
Rank: B
Type: Offensive
Range: Short - Long
Chakra cost: 25
Damage: 40
Description: The user will pull out a card from his pocket and infuse it with a certain type of chakra. The type of chakra added determines the colour of the card.
These cards, though, once infused with chakra, become as fast, strong and resilient as kunai and shuriken.

Red card: Fire chakra. This card bursts into flames if the user wills it to.
Blue card: Water chakra. This card is capable of creating a large water wall when the user wills it to.
Gold card: Lightning chakra. This card is faster than the others and is able to resist more. On touch, this card releases a large amount of lightning chakra, stunning the opponent temporarily.

Note: Five times per battle, may only throw one card when used.
Note: Must wait one turn to use it again.

Wild Cards | Yasei Karuto
Rank: C
Type: Offensive
Range: Short-Long
Chakra cost: 20
Damage: 30
Description: The user throw a large amount of chakra-infused cards in a cone-formation in front of him. These cards are as strong as kunai or shuriken, as they are infused with the user’s chakra. Due to the sheer number of cards thrown, however, they make for quite a formidable attack.

The card-style and the use of card has been taken by -Ace- and i believe Izuna want people to be original and so this makes this submission pointless since is no where near original.

Re: ♦ Custom Jutsu Submission ♦

The Gurgling Fist, is a Taijutsu Form where the user charges chakra on her hands and forcefully inserts it on it's opponent. This martial art makes use of the opponents' 361 chakra points to destroy the enemy from within. Although similar to the Gentle Fist and said to stem from it, the Gurgling fist will cause the body itself to collapse, applying pressure and chakra on specific points of the body. It works using the same principles of Gentle Fist, where the user inserts chakra onto the chakra points in order to boost or cut the chakra circulation. The body collapses by having an abnormal accumulation of chakra given by the simultaneous work of boosting and cutting the circulation from a certain area. This collapse translates in the body swelling up like a rapidly growing tumor, and which then violently bursts out. After the user of the Gurgling fist strikes one of the pressure points, the opponent will be seemingly unharmed for 1 turn, and the swelling and consequent burst will only happen on the next turn.

As said, instead of actually seeing the body's chakra points, the users of this technique learned, by heavily studying the body, 5 specific points, which will cause the said effects. The Head, the Carapace, the Abdomen, the Pincers and the Legs.

( Go Dageki Shukani no Togenuki) The 5 Pinches of the Gurgling Pincers of Cancer

Rank: Forbidden
Range: Contact
Chakra Cost: 50
Damage Points: 100
Description: Quickly charges chakra on the users hands activating the Gurgling Fist. This serves for one strike per hand, and the user will fill the consequences of it even if she misses. After charging chakra, the user aims to strike one of the 5 pressure points of the body, which will cause the chakra system to collapse on itself: Head, Carapace, Abdomen, Pincers or Legs. If the user hits the opponent, the effects will be felt 1 turn after.
*Can only be used once*
*The technique causes a great exhaustion to the user's chakra. The user won't be able to use S ranked techniques 2 turns after, and Forbidden for an extra 2. During the first turn, the user will only be able to use 1 more technique*
*The user won't be able to preform Summon, Clone or Genjutsu techniques 2 turns after*
*The user will lose 20 health points right off the bat, damaging the body so that the user won't be able to release the Inner Gates, likewise, this technique can't be used by Clones*
*The user can retain the chakra around the palms for 2 turns, in case she misses. Although if the user does strike the body but misses the specific targets, the chakra coat will vanish*

The Head consists on striking the center of the forehead of the opponent. This will cause multiple tumors to appear inside the skull, until the whole head burst out, decapitating the opponent.

The Carapace consists on striking the back of the opponent, symmetrical to the heart. This will cause multiple tumors to appear inside the thoracic chamber, until the whole chest bursts out, killing the opponent.

The Abdomen consists on striking the belly of the opponent, basically the center of the Solar Plexus. This will cause multiple tumors to appear inside the stomach area, until the whole abdomen bursts out, killing the opponent.

The Pincers consists on striking the outer part of the left shoulder of the opponent. This will cause multiple tumors to appear inside the arm and the heart, until the whole limb and part of the chest burst out, killing the opponent.

The Legs consists on striking the lower back, in the ending of the spine. This will cause multiple tumors to appear inside the legs and the spinal cord, until both legs and part of the spinal cord burst out, killing the opponent.

Inspired by The Fist of the North Star:

NOTE: This does not represent a sure kill all the time, even if the user does manage to hit a pressure point. Given the structure of the Taijutsu, one will be able to see what I mean with this. I won't enter in detail, of course.

~Declined~ How do you expect me or anyone to approve such technique? It's because of those kind of technique that everyone is afraid to use taijutsu or to get withing short range. I could go on for about a page on why this technique is OP but I think you get the point. I'll allow a re-submit so all your work don't go to waste. Try and lessen the effect and cause something other then gruesome death. Also, look what I put in bold. Was this restriction meant to be applied on the turn the technique was used of the next?

Re: ♦ Custom Jutsu Submission ♦

Current Cycle : Submissions starting on the 11/07/2011 ending on the 11/13/2011

Mine :

(Fuuton : Kumoiiyamotto) - Wind Release : Clouds, No More!
Rank : A
Type : Supplementary
Range : Short - Long
Chakra cost : 30
Damage points : N/A
Description : The user will first have both hands raised towards the sky pointing at the clouds. As he does that, he would exert a great amount of wind chakra into the sky and when he wants to, he will clap his hands to turn the wind chakra into humongous gusts of wind which would blow all the clouds away from the field. This technique is mainly just to counteract techniques such as Rain Tiger At Will. This in fact does not damage to the user nor enemy but leaves the user wide open for an attack as he performs this.

Note : Can only be used twice per battleNote : Can only be used or taught by -Yusuke-Note : Clouds if it did exist, will return after four of the user's turns have passedNote : No wind technique higher than A-rank can be used in the same turn

~Declined~ Similar technique already exist.

(Suna : Kadoubakuha) - Sand Style : Vortex Blast
Rank : S
Type : Offensive
Range : Short - Long
Chakra cost : 40
Damage points : 80
Description : The user will slam both wrists together, appearing as though they user was handcuffed to the front. With both palms open, the user will start gathering his sand around his arms, letting them swirl in the air around it. After a few seconds, the users arms will be completely out of sight due to the fast-swirling sand around the arm and only the front is open, showing both the user's palms. When the user wants to, he will release all that sand at once to the front or the targeted direction hence unleashing a powerful vortex of sand. The sand gained the momentum to spin at the rate of a vortex while it was fire swirling around the user's arms along with the chakra boost. Vortex are usually right side up but this vortex is perpendicular to the direction of the user's arms.

Note : Takes a few seconds to prepareNote : Can only be used by a sand userNote : Can only be used or taught by -Yusuke-Note : Can only be used twice per battleNote : The vortex is perpendicular to the direction of the user's armsNote : No sand techniques during the turn used and for another two turnsNote : No handseals to be performed while this technique is in preparation as the user's arms are busy

~Approved~ Made it 2 times per match.
_________________________________________

RESUBMITTING :

Originally Posted by -Yusuke-

(Bijuu : Awaikonsutorakuto) - Demon Style : Ethereal Reconstruction
Rank : S
Type : Supplementary
Range : Short - Long
Chakra cost : 40
Damage points : N/A
Description : The user taps into his demonic chakra, utilizing it into his sand along with more of the user's own chakra. With this, the user is able of giving his sand a tinch of reconstruction within itself. The Bijuu chakra would start manifesting within the sand with the user's own chakra to supervising it and telling it what to do, somewhat, controlling it from going out of control too. Due to this, the sand's weight will turn lighter than it normally is but does not have its strength reduce as the demonic chakra hardens the outer layer but messes up the inner part. The user is now able to easily manipulate his own sand, making it quicker but more vulnerable to lightning as one hit is able to break the shell, rendering the sand useless. (outer layer)

Note : Once per battleNote : Lasts for whole battleNote : Takes a turn to fully activateNote : Can only be used by Gaara with the ShukakuNote : Must be Kage rank as to control the Bijuu chakraNote : There is no way of deactivating it once it has been usedNote : For the whole battle, it is extremely vulnerable to lightning's piercing effectNote : In return, the user is now able to easily manipulate the sand along with it being faster

~Pending~ I have nothing against this technique, but we don't allow free manipulation of element anymore. Unless your bio is already an element bender, no CJ will be accepted to give you that ability. I will accept it if you already have the ability to freely manipulate the sand or if you want to edit that part out and just make your sand stronger to general attacks and weaker to lightning.

(Bijuu : Awaikonsutorakuto) - Demon Style : Ethereal Reconstruction
Rank : S
Type : Supplementary
Range : Short - Long
Chakra cost : 40
Damage points : N/A
Description : The user taps into his demonic chakra, utilizing it into his sand along with more of the user's own chakra. With this, the user is able of giving his sand a tinch of reconstruction within itself. The Bijuu chakra would start manifesting within the sand with the user's own chakra to supervising it and telling it what to do, somewhat, controlling it from going out of control too. Due to this, the sand's weight will turn lighter than it normally is but does not have its strength reduce as the demonic chakra hardens the outer layer but messes up the inner part. The user is now able to easily manipulate his own sand, making it quicker but more vulnerable to lightning as one hit is able to break the shell, rendering the sand useless. (outer layer)

Note : Once per battleNote : Lasts for whole battleNote : Takes a turn to fully activateNote : Can only be used by Gaara with the ShukakuNote : Must be Kage rank as to control the Bijuu chakraNote : There is no way of deactivating it once it has been usedNote : For the whole battle, it is extremely vulnerable to lightning's piercing effectNote : In return, the user is now able to easily manipulate the sand along with it being faster and harder due to the outer layer.Note : This technique in any way does not enables the ability to allow one to manipulate sand freely without a technique

Re: ♦ Custom Jutsu Submission ♦

Originally Posted by The Seven-Scaled boy

(Magen: Moira's no Veredicto) - Demonic Illusion: Veredict of the Moiras
Rank: S
Type: Attack
Range: Short-Long
Chakra: 40
Damage: 80
Description:The user will reach for his pouch for a stirng of ninja wire. As he does so, he releases great amounts disrutive chakra into the opponent. That places the opponent under the illusion that, as the cord extends, his body gets older and older ;years go by as miliseconds. The sky darkens progressively as the cord extends, ending in pitch black after the cord is fully extended. Also, 3 grey tall figures appear behind the user while extending the cord and star into the victim preventing movement thanks to the deep fear this ruthless judges, the moiras, give to any mortal soul. Once the coil's extended to the max (around a metre) the user will use his other hand to take out a kunai and cut the cord, sending a wave of shock and mental damage into the opponent, making him unable to battle.
Notes: It may only be used once per battle.
Notes: As the opponent ages, his ability to move is further limited because of limb delicacy and joint pain.
Notes: Now genjutsu B-rank or higher for the next two turns.
-Declined. This should be of forbidden rank-

(Magen: Moirasu no Veredicto) - Demonic Illusion: Veredict of the Moiras
Rank: Forbidden
Type: Attack
Range: Short-Long
Chakra: 50
Damage: 90
Description:The user will reach for his pouch for a stirng of ninja wire. As he does so, he releases great amounts disruptive chakra into the opponent. That places the opponent under the illusion that, as the cord extends, his body gets older and older ;years go by as miliseconds. Once the coil's extended to the max (around a metre) the user will use his other hand to take out a kunai and cut the cord, sending a wave of shock and mental damage into the opponent, making him unable to battle.
Notes: It may only be used once per battle.Notes: The chakra strain and control is such, the user will be unable to perform B-rank and above techniques for the next turn. Then A-rank and above for the next two turns. Then S-rank and above for the next 4 turns and finally forbidden jutsus become available again.
Notes: The next turn after this technique, the user may not enter a mode of any kind.
Notes: As the opponent ages, his ability to move is further limited because of limb delicacy and joint pain.
Notes: Now genjutsu B-rank or higher for the next two turns.

~Declined~ You need to perform hand seals first, then have some form of contact with the target to put him under the genjutsu (eye contact of physical contact). Also, I'm sorry for the trouble but I'll go against the other mod who checked this technique, make it S-rank. Lastly, I think the whole concept and effects are exaggerated. We get to see ourselves get older and then you cut the thread...how is that supposed to shock us and cause mental damage to the point where we're unable to fight? (If you intended this jutsu to make the opponent feel as if he was caught in the genjutsu for something that he felt to be as long as his whole life then it's no point re-submitting. It's too similar to Tsukuyomi (and even more powerful) and hence is an instant decline).

Originally Posted by The Seven-Scaled boy

~Updating~

More submiszzions:
(Suiton/Doton: Omu Nomu Nomu Kame ) Earth/Water release: Om Nom Nom turlte
Type: Offensive/Defensive
Rank: S
Range: Short-long
Chakra Cost: 40
Damage: 80
Description: The user, after very short row of handseals, will release from his mouth a vast quantity of Pressurized water which the user then uses further shape manaipultion to compress tighter and recreate a gigantic head of a Crocodile Turtle which snaps (think it like a pacman) its way through the battlefield to reach the opponent, making a deep crevice as it passes. After shooting the enormous head the user inserts his doton chakra into the water, creating thick rock granules inside the turtles and concentrating them around it's jaws and within it's mouth, along further suiton chakra manipulation, the user will create currents of this pressurized water within the turtle, in turn moving the grains at unthinkable speeds. Therefore it creates a mass of spinning water within the turtles mouth and buzz-saw styled water currents (all this thanks to the abrasive effects of earth within water) around it's jaw. With that, this missle can break through and assimilate(further granules of abrassive material) through earthen-related defenses.
Notes: May only be used twice per battle.
Notes: It may shift direction and continue with the same momentum at the extra cost of 10 chakra points. Otherwise it just traveles in a straight line. This may only be done once per usage but at any moment the user desires.
Notes: No Water techniques S-rank or higher next turn and no earthen techniques A-rank or above next turn.
Notes: Once the turtle munches the opponent or The user wishies it and makes 3 handseals; it'll detonate with fierce power and leaving a big water source where it was.

~Declined~ You didn't mention through what rank of earth this jutsu could pass/assimilate, be more precise on it's limitation. Check the bold part, work on that ( how come your restrictions limits you to use A-rank and bellow water techniques but is even lower for the earth while it's primarily a water jutsu?)

(Suiton/Doton: Omu Nomu Nomu Kame ) Earth/Water release: Om Nom Nom turlte
Type: Offensive/Defensive
Rank: S
Range: Short-long
Chakra Cost: 40
Damage: 80
Description: The user, after very short row of handseals, will release from his mouth a vast quantity of Pressurized water which the user then uses further shape manipulation to compress tighter and recreate a gigantic head of a Crocodile Turtle which snaps (think it like a pacman) its way through the battlefield to reach the opponent, making a deep crevice as it passes. After shooting the enormous head the user inserts his doton chakra into the water, creating thick rock granules inside the turtles and concentrating them around it's jaws and within it's mouth, along further suiton chakra manipulation, the user will create currents of this pressurized water within the turtle, in turn moving the grains at unthinkable speeds. Therefore it creates a mass of spinning water within the turtles mouth and buzz-saw styled water currents (all this thanks to the abrasive effects of earth within water) around it's jaw. With that, this missle can break through and assimilate(further granules of abrassive material) through earthen-related defenses of it's same rank and below. If it ate it's way short range, it'll be able to pierce through doton defenses up to forbidden(not continue) and doton-based defenses up to its same rank(not continue). Then, if it ate a B-rank technique of earth, it'll gain the same capacity (they can be added up). If it ate an A-rank (equivalent to two B-ranks, or short-range travling + a B-rank) no earth will be able to stop it and earthen based CE walls (strong to water ofc) of forbidden rank will stop it. If it traveled mid-range or it ate an S-rank doton or A-rank CE, it'll pierce through any wall and subsequently explode.

Notes: May only be used twice per battle.
Notes: No water source needed.
Notes: It may shift direction and continue with the same momentum at the extra cost of 10 chakra points. Otherwise it just traveles in a straight line. This may only be done once per usage but at any moment the user desires.Notes: No Water techniques A-rank or higher next turn and no earthen techniques S-rank or above next turn.
Notes: Once the turtle munches the opponent or The user wishies it and makes 3 handseals; it'll detonate with fierce power sending water + abrasive sharpenel all around. all ending in a big water source where it was.

~Declined~ Everything was going perfectly fine up till the moment you got into the rank it could and couldn't defeat. Do this: make it so it can't absorb earth and can only defeat F-rank earth while being stopped by it. An S-rank earth would greatly weaken it but you don't need to mention it as it's part of our understanding of the RP. Take out the explosive part at the end. I don't want this thing to be a giant bomb. Lastly, you need to make it count as two moves since you're basically mixing two different technique (unless you have Yin-Yang training in which case you can mold 2 chakra at once).

Re: ♦ Custom Jutsu Submission ♦

Originally Posted by battleandthebad

(suiton: uma hitonami) water release: horse stampede
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: after doing four handseals the user creates large horses out of water which then rush toward the opponent the horses will first run over the opponent causing blunt damage to them then they will be trapped in the water drowning them the horses are about five feet tall
-requires a water source
-can only be taught by battleandthebad
-can only be used three times

looks something like this

My custom jutsu =\ and thanks for the pic xD I too based it on lord of the ring

Re: ♦ Custom Jutsu Submission ♦

Name: (Mokuton:Mokuzai Densou) Wood Release:Wood Communication
Rank:C
Type:Supplementary
Range:Long
Chakra:20
Damage:N/A
Description:The user channels Wood chakra into his surrounding and uses the surrounding trees,plants and anything else related to wood to communicate with them.This gives the user to get a mind map of his surrounding but he can also use this to find his opponent when fighting in a surrounding with plants,wood,branches etc.
Note:Must be taught by -Cobalt-.
Note:Must have a Wood bio to use this.
Note:Must have trees,branches,leaves,plants and anything related to wood to use this technique.

~Declined~ No. I'm not accepting telepathy between summons and summoner, I certainly won't accept a jutsu that allows you to talk with trees ~__~.

Name: (Gull Ninpou:Ame Umou)Gull Ninja Arts:Rain of Feathers
Rank:S
Typeffensive/Defensive
Range:Mid
Chakra:40
Damage:80
Description:After summoning a gull the gull is able to release a barrage of hundred feathers at the opponent.The feathers are hard as steel and are thus hard to be placed out of trajectory (must use at least an S rank wind technique to bring them out of trajectory).The feathers can be infused with elemental chakra by the gull (depending on what it's elemental affinity is).
Note:Must be taught by -Cobalt-.
Note:Must have signed the Gull contract.
Note:The feathers can be brought out of trajectory by S rank wind only.
Note:Is usable only once per battle.
Notence a gull has used this technique it is immediately removed from the battle and cannot be summoned anymore for the rest of the battle.

~Declined~ Similar techniques already exists.

Name: (Gull Mo-do)Gull Mode
Rank:S
Type:Supplementary
Range:Short (Self)
Chakra:40
Damage:80
Description:By taking in chakra from any summoned gull the user enters Gull mode.Feather tattoos will appear on the users back resembling wings.They will get a boost in speed matching the speed of Rock Lee in 5th gate mode.The users strength will also match that of Tsunades.The user will be unable to be caught in B-rank and lower due to the Gull chakra flowing through his body.
Note:Must be taught by -Cobalt-.
Note:Must have signed the gull contract.
Note:Lasts 3 turns.
Note:When activated the user gains a speed and strength boost giving taijutsu moves +10 damage.
Note:The user loses -10 damage in all ninjutsu techniques.
Note:The user is unable to use Wind Release.
Note:After the mode ends the user is unable to preform A rank and higher Wind techniques and genjutsu for the following 3 turns.
Note:After the mode ends the user is exhausted for the following turn leaving him vulnerable for attacks.

~Declined do not resubmit~ You're not even hiding the fact that you're ripping off the Gates.

Re: ♦ Custom Jutsu Submission ♦

(Doton: Shoutaku Kaibutsus) Earth release: Swamp Monsters
Type: Attack/Supplementary
Rank: B
Range: Short range (from the swamp)
Chakra Cost: 25
Damage Points: N/A
Description: After performing Swamp of the underworld the user will make two handseals "Tiger-Boar" and will create four ghouls from the mud of the swamp that rise up from the swamp around the opponent. These Ghouls can perform C rank earth techniques but they must remain on or in the swamp, using the properties of the swamp as a source of their mud. They can move out of the swamp but must stay within short range.
Note:
- Can be used 3X per match.Approved

(Suiton: Ame Odori) Water release: Rain Dance
Type: Attack/Supplementary
Rank: B
Range: Short
Chakra Cost: 25
Damage Points: N/A
Description: After using a technique that causes rain to fall from the sky, the user will then send chakra to the clouds making it rain 2X heavier. The user will then push chakra to their feet and will be able to push off of the drops of water with their feet, tho they must be quick when doing so. This jutsu derives from a ninja's ability to walk on water no matter how thin or small the water source is.

- The user can run freely on the water tho can only adjust the heaviness of the rain on once per rain tech that makes rain fall and can only do it 3X per battle.Declined, the heavy rain part of this technique already exists as a Rain elemental technique

Re: ♦ Custom Jutsu Submission ♦

This week's CJsandPlz edit any part of any cj for approval.

(Doton/Raiton: Koden Of Za Fukei) - Earth/Lightning: Legend of the Guardians
Type: Offense
Rank: S
Range: Mid-Long
Chakra Cost: 40
Damage Points: 90
Description: The user creates 5 pillars around his target(s) at mid range from them of around 15 ft in height which starts generating lightning infused with pure chakra inside that area, which is very strong which continuously gives electric shock, stunns,paralyse and stops the body movements of the persons in that area such that a person can't even move his one finger. As the moment this tech begins the persons standing in that area falls on earth and can't do anything and the chakra is continuously sucked by this tech from that whole area.
Note: ~Opponent must destroy atleast 3 pillars to stop this tech, otherwise the pillars will form again in few seconds.
~Only persons outside the area can save the persons lying inside the area, if generation of lightning has begun and people are trapped in it.
~If the persons in that area are not been rescued in less than 1 minute then they die because of no chakra(which is sucked), and electric shock.
~The area in which lightning with pure chakra in generated is enough to take 10-15 people at a time(if they are standing very close to each other).
~User can't use any S-Rank and above jutsus in same and next 2 turns, only if pillars start generating electricity.
~No lightning and pure chakra based jutsu for next 2 turns.
~No earth tech in same turn.
~Can only be used once per battle.
~Can only be taught by Enzup.

Got this idea from movie "Legends of the Guardians - The Owls of Ha'Goole"

Declined, do not resubmit
_________________
(Raiton/Suiton/Chakra: Hiningenteki) - Lightning/Water/Chakra: Inhuman
Type: Offense/Defense/Supplementary
Rank: S
Range: Short
Chakra Cost: 40
Damage Points: 80
Description: User creates 3 shadow clones. One clone releases water chakra, second one releases lightning chakra and the third one releases pure chakra to create a human like creature with wings of same size as of human, carrying sword in his hands. He is very strong as he is a combo of three. His speed is comparable to rock lee without weights because of lightning. He can use water and lightning, and gives 25% more damage to these technique. He does not have any effect of lightning and water upto A-rank, as they will only boost-up the humanoid.
Note: ~No lightning and water jutsu in same turn.
~No S-Rank Jutsu in same turn.
~Cannot use any jutsu above A-rank in next turn.
~If Inhuman uses a techinue then that will be counted as one move out of 3.
~Can only be used once per battle.
~Using clones count as one move.
~Lasts untill destroyed.
~Can only be taught by Enzup.

Declined, do not resubmit
_________________
(Doton: Boushi Tou) - Earth Style: Spinning towers
Type: Defense
Rank: S
Range: Mid
Chakra Cost: 40
Damage Points: N/A
Description: The user puts his hands on earth and pulls out 4 towers each of height 5m and diameter 1m, one in each direction(i.e. N,E,W,S) at a distance upto 5m from the user. The towers start spinning on their own axis and simultaneously around the user. And thus blocking any jutsu upto S-Rank (almost destroyed) but can take on one more of any rank jutsu.
Note: ~Must destroy atleast 3 towers to stop this tech.
~Can't use any jutsu of earth in next whole turn.
~The spinning of towers can be stopped by making a single handseal.
~Can be used 2 times per battle.
~Can only be taught by Enzup.Declined, as it stands its unrealistic in terms that it can withstand any jutsu up to S rank, there are various techniques that have the ability to get passed this and not to mention the elemental weakness of lightning release

Re: ♦ Custom Jutsu Submission ♦

(Doton: Doro Rappu ) - Earth Style: Mud Wrap
Type: Attack
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: 60
Description: The person takes hold of Chakra infused mud already in play and wraps it around a the opponent. It will surround their body and the user can force the mud into the person's throat drowning them with the mud. The mud can be controlled even further to make it's way into the person's nose and throat stopping the person from breathing. The user must have used a Mud based Earth jutsu prior to this jutsu. Notes:
*Must have already used a mud based jutsu such as Swamp, Mud Fall, or mud bullet*
*Must be able to manipulate up to A rank Earth with to use this*
*Must be the own person's Chakra infused Mud*Declined, op, do not resubmit

(Doton: Doro Ayatsuri) - Earth Style: Non Newtonian Mud Manipulation
Type: Supplementary
Rank: A
Range: Short-Long
Chakra Cost: 30
Damage Points: N/A
Description: The person perfomrs two hand seals (Hare-Snake) and releases Doton chakra out of their feet in ample amounts. They manipulate the mud that is forming below their feet into a Non-Newtonian Fluid meaning that as long as the person puts an ample amount of force into one spot of the Mud they won't sink down. This jutsu is good for people who can move at high speeds or a person whose Summon can move at a high speed and is rideable but the summon must be the one performing the jutsu if the person is riding him/her. The person must know that the Mud will form and begin to release the Doton Chakra as the Mud begins to form so that they can release enough chakra to stay on top of the Mud. If Earth is the user's Specialty or Affinity they can use only one hand seal the Snake hand seal instead of using two.Note:
*Must be able to use A rank Earth*
*Must know the basic principles of Non Newtonian Fluids*
*Must have my permission to use*
*If used with a summon the person must perform the hand seals for it much like what Naruto did with Gamabunta to transform him into what appeared to be the Nine-Tailed fox*

Re: ♦ Custom Jutsu Submission ♦

Originally Posted by HereticPassage

(Katon: Kaen no Tenjō)- Flame Ceiling
Type: Offensive
Rank: B
Range: Mid/Long
Chakra Cost: 25
Damage Points: 50
Description: Performing one handseal, the user creates a flat square wall of flame above the opponent. Then performing another hand seal, the flame ceiling will then drop down pillars of flame quickly, similar to the bars on a cage.
*Note: Can only be taught by HereticPassage

~Declined~ I like this one, but please explain how the damages are done. Is this a cage or will the pillar converge on the opponent?

(Katon: Kaen no Tenjō)- Flame Ceiling
Type: Offensive
Rank: B
Range: Mid/Long
Chakra Cost: 25
Damage Points: 50
Description: Performing one handseal, the user creates a flat square wall of flame above the opponent. Then performing another hand seal, the flame ceiling will then drop down pillars of flame quickly, similar to the bars on a cage. This technique is used as a cage, but because of the heat of the flames, the opponent may suffer second degree burns if they remain in the cage.
*Note: Can only be taught by HereticPassageDeclined, incorrect stats for the technique, and i know izuna may like this technique but im asking you to specify the size of this technique overal , cause your damage reason is abit unsure as to give second degree burns they must be incontact with the flames, mere heat isnt really enough to cause the burns and that depends on the proximity of the flames to the enemy target anyways

Originally Posted by HereticPassage

(Fumetsu no Kage)- Immortal Shadow
Type: Offensive
Rank: A
Range: Short-Long
Chakra: 30
Damage: 60
Description: Immortal shadow is a 3 foot long, one handed kanabo-type weapon. It has a wood base, which is then wrapped securely in an indestructible, chakra reinforced, iron casing. Along the length of the club, are deadly iron studs. The user at any time can slam the club onto the ground in any direction around them. This will force up vertical slabs of hardened A-rank earth, which can be used for defensive purposes. Each strike on the ground can raise a maximum of three slabs. This will only work up to short range. Then, using the iron studs along the length of the weapon, the user can launch thin beams of B-rank lightning chakra. This functions similar to Storm Release: Laser Circus, but the lightning emanates from each of the iron studs. The user is able to fire a max of 10 beams of lightning chakra at one time. These are best used at med/long range, and can be sent in different direction on release. However, once the direction is decided, it cannot be changed.
*Note: Can only be wielded by HereticPassage
*Note: The earth and lightning techniques may be used twice each, and count as a move of the user
*Note: Defensive slabs last until they are completely destroyed, or deconstructed by the user

~Declined~ Either keep the lightning or the earth jutsus but not both. If you keep the earth, restrict the usage on the technique.

(Fumetsu no Kage)- Immortal Shadow
Type: Offensive
Rank: S
Range: Short
Chakra: 40
Damage: 80
Description: Immortal shadow is a 3 foot long, one handed kanabo-type weapon. It has a wood base, which is then wrapped securely in an indestructible, chakra reinforced, iron casing. Along the length of the club, are deadly iron studs. The user at any time can slam the club onto the ground in any direction around them. This will force up vertical slabs of hardened A-rank earth, which can be used for defensive purposes. Each strike on the ground can raise a maximum of two slabs. These slabs are seven feet in height, and are two feet thick. This will only work up to short range.
*Note: Can only be wielded by HereticPassage*Note: The earth jutsu may be used twice per battle, and count as a move of the user
*Note: Defensive slabs last until they are completely destroyed, or deconstructed by the user

Removed raiton ability.Approved

(Raiton: Pachipachi Ninja no Kutsu)- Crackling Ninja Shoes
Rank: A
Type: Supplementary
Range: Short
Chakra cost: 30
Damage Points: N/A
Description: The user channels ration chakra to his feet, which then travels into the ground, 5 feet in any direction around the user. This jutsu lays dormant, until it is activated when any doton jutsu is used within its vicinity. The chakra reacts to doton, and as such will release a pulse of electricity, destroying any doton jutsu before it can be started.
*Note: Can only be taught/used by HereticPassage
*Note: Only works when the doton jutsu emerges from the 5ft. area around the user
*Note: Once used, the jutsu remains active until it is used twice

Feel free to edit any and all to get them approvedDeclined, make it a one time limit use for the active and being A rank it requires a useage restriction